Uploaded July 2016 | Updated September 2026, 2 weeks ago
My 101% speedrun tutorial of 'Bumble B Rumble' in "Donkey Kong Country" for the Game Boy Advance.
Full 101% speedrun tutorial:
youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Picture in middle of arena:
Do the Hand Slap technique in the middle of the arena to get a picture.
Queen B. is different from the SFC version. Every time she is hit with a Vine Barrel, she spawns normal Zingers to protect herself from attacks. Those wasps must be defeated first before dealing with the big wasp again. There is RNG involved. The RNG is on the spawning Vine Barrels. So try not to be too hasty. As Donkey, carry the Vine Barrel into the big wasp to get rid of the spawning normal wasps faster. As Diddy, jump and throw the Vine Barrel at the right time into the big wasp to get rid of the normal wasps. Use whoever feels the most comfortable. Either way, timing is very strict. Just make sure Diddy is the leading Kong after the final hit is delivered.
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In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected.
My 101% speedrun tutorial of 'Bumble B Rumble' in "Donkey Kong Country" for the Game Boy Advance.
Full 101% speedrun tutorial:
youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Picture in middle of arena:
Do the Hand Slap technique in the middle of the arena to get a picture.
Queen B. is different from the SFC version. Every time she is hit with a Vine Barrel, she spawns normal Zingers to protect herself from attacks. Those wasps must be defeated first before dealing with the big wasp again. There is RNG involved. The RNG is on the spawning Vine Barrels. So try not to be too hasty. As Donkey, carry the Vine Barrel into the big wasp to get rid of the spawning normal wasps faster. As Diddy, jump and throw the Vine Barrel at the right time into the big wasp to get rid of the normal wasps. Use whoever feels the most comfortable. Either way, timing is very strict. Just make sure Diddy is the leading Kong after the final hit is delivered.
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In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected.
![Donkey Kong Country [GBA] SR - Millstone Mayhem [101%]
My 101% speedrun tutorial of Millstone Mayhem in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
2nd Millstone approaching:
In the SFC version, the rolling/cartwheeling glitch through Millstones works on v1.0 and v1.1. But in the GBA version, the rolling/cartwheeling glitch through Millstones doesnt work. If approached fast enough, its possible to one-cycle the 2nd Millstone.
Bonus Room #2 approaching:
Normally, in the SFC version, Diddy wouldnt be able to reach Bonus Room #2 without a tire because of his size. This would be the case for the GBA version as well. But because the hitbox is larger than it seems, Diddy can reach Bonus Room #2 without a tire. Without slowing down, its possible to one-cycle the 3rd Millstone and enter Bonus Room #2. This section is a bit laggy, which is enough to eat button inputs.
Bonus Room #3 approaching:
This section is very tricky. Use the ground to determine when to jump over the 2nd Krusha with the TNT Barrel without slowing down.
After Star Barrel:
To one-cycle the 6th Millstone, use the ground to determine when to cartwheel into a Slippa. Too slow with cartwheeling, and the 6th Millstone will hit Diddy. Its possible to cartwheel into Slippa without being forced to stop at the end of that technique, but that rarely happens.
9th Millstone approaching:
Its possible to one-cycle the 9th Millstone, but its very hard. While approaching the 9th Millstone without slowing down at all, it requires very fast movement. Use the ground to determine when to cartwheel. After landing, make sure to fall first (about 10 frames), then cartwheel into a Slippa below the 9th Millstone.
Letter G approaching:
The perched Necky glitch already existed in the SFC version on v1.0 and v1.1. The glitch exists in the GBA version as well. With this glitch, theres nothing to worry about while getting the letter G.
11th Millstone approaching:
This section can be troublesome. Use the ground to determine when to cartwheel.
Level ending:
Finishing a level as Diddy is important. In fact, finishing a world as Diddy is important. In order to get a picture, a world (Monkey Mines) has to be finished by Diddy. Afterwards, that world has to be revisited to add 1% more to 101%.
Be sure to go to Candy after this level.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Millstone Mayhem [101%]](https://i.ytimg.com/vi/vg_7ydFjRVc/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Temple Tempest [101%]
My 101% speedrun tutorial of Temple Tempest in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Level start:
There is a Rambi Token up to the left, but its faster to just leave it. There is another opportunity to get a Rambi Token.
Bonus Room #1:
Skipping Expresso in this Bonus Area is actually faster. In the SFC version, getting Expresso to go through the level is faster. In a TAS of the SFC version, skipping Expresso in this Bonus Area is faster because of an infinite cartwheel glitch (every 1-2 frame trick).
Picture inside Millstone:
Sacrificing a Kong is optional for getting the picture faster. Otherwise, just do it the normal way.
Bonus Room #2 approaching:
The hitbox of that Millstone is pretty bad. It is a pixel that Kong while approaching Bonus Room #2. Bad programming there.
After Bonus Room #2:
Use the background to determine when to stop. After uncovering the letter N, be sure to land on the ground first, then continue. Do not cartwheel into that Kritter until he is approached close enough. After cartwheeling into a set of 3 Kritters, immediately cartwheel into another set of 3 Kritters.
Letter G approaching:
Cartwheeling off of the edge to get the letter G is faster.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Temple Tempest [101%]](https://i.ytimg.com/vi/wit-fz1j400/mqdefault.jpg)
![Super Smash Bros. [N64] - Jigglypuff Combos
Jigglypuff combos in Super Smash Bros. for the Nintendo 64.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Jigglypuff can do on different characters.
NOTE: Grabbing wrongfully resets the combo number to 0. Disregard that.
Up smash combos:
0% to 96% ~ 0:10
- Down aerial, up tilt x2 (front), down aerial, up smash
0% to 105% ~ 0:23
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up smash
0% to 127% (or lower) ~ 0:38
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up smash
Down special combos:
0% to 83% ~ 0:52
- Back aerial (with lag canceling), up tilt x6 (behind), down special
0% to 84% ~ 1:01
- Down aerial, up tilt x4 (behind), down special
0% to 85%, #1 ~ 1:11
- Down aerial (with lag canceling), forward throw, up aerial, foward aerial x2, down special
0% to 85%, #2 ~ 1:22
- Forward aerial (with lag canceling), forward throw, up aerial, forward aerial x2, down special
0% to 99% ~ 1:32
- Down aerial, up tilt (front), down aerial, up tilt (behind), down special
0% to 107% ~ 1:42
- Down aerial, up tilt x2 (front), down aerial, up tilt (behind), down special
0% to 116% ~ 1:55
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up tilt (behind), down special
0% to 138% (or lower) ~ 2:11
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up tilt (behind), down special
Note that Jigglypuffs down aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts. Grabbing after a set of up tilts is also an option. Grabbing after down aerial also works.
To view the playlist of the combos, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK Super Smash Bros. [N64] - Jigglypuff Combos](https://i.ytimg.com/vi/wwY1otGhk5w/mqdefault.jpg)
![Parasite Eve - Game Over [Fails]
Ways to get a game over in Parasite Eve for the PlayStation.
- Dying in battle ~ 0:00
- Taking too long on the roof ~ 0:18
- Using the phone at the wrong time ~ 1:19
- Taking the wrong path during the chase ~ 1:41, 2:14
- Failing to increase boiler pressure ~ 2:36, 3:04
- Taking too long during the boiler destruction sequence ~ 3:13, 4:20
FUN FACT 1: When you hear the jet approaching, you have 34 seconds to escape before it crashes.
FUN FACT 2: When the boiler pressure is increased, you have a set timer for each room; 35 seconds in that room, about 30 seconds in the room after that, just under 21 seconds in the room after that, about 13 seconds in the room after that, and about 7 seconds in the final room. Parasite Eve - Game Over [Fails]](https://i.ytimg.com/vi/wxAG0ttn6S8/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Candys Dance Studio 6 [101%]
My 101% speedrun tutorial of Candys Dance Studio 6 in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Candys Dance Studio 6:
In the GBA version, playing Candys dancing mini-game (as well as getting Perfect rating [1 Hit allowed]) is required to get 101%.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Candys Dance Studio 6 [101%]](https://i.ytimg.com/vi/x0QL5wes2Fw/mqdefault.jpg)
![Mega Man 3 [FC] - Needle Man Stage Boss
A guide/walkthrough of the battle against Needle Man in Mega Man 3 for the Famicom.
No damage taken, hence there being only 1 unit of energy left.
This battle is purely based on reaction. Needle Man is fast and random. However, there is a strategy that can make this battle a bit easier.
Long horizontal jump strategy:
When Needle Man is against the wall or very close to it, its best to keep your distance from him and get as close to the wall as possible (not too close). Use the background to determine where to be at. Slide towards the wall just in case if Needle Man does a long horizontal jump from against (or very close to) the wall. Every time Needle Man does a long horizontal jump, he automatically does a vertical jump at any height and throws Needle Cannons. This actually increases your chances of avoiding his Needle Cannons at that area, as seen in this video. But theres also a chance hell do a vertical jump at any height against (or very close to) the wall. So make sure you arent too close to the wall if he does it, because avoiding his Needle Cannons at that area can be very hard. His long horizontal jump also makes him a bit more predictable, despite being fast and random.
For everything else, its just pure reaction. The low vertical jump Needle Man does before throwing his Needle Cannons is the most dangerous, so thats why I slide under the last 2 after jumping over the first 2 whenever he does that. This is to reduce the risk of getting smacked by the last one. The high vertical jump isnt too much of a problem. But even then, you still have to watch out for his melee attack afterwards. If you arent comfortable with this strategy, then by all means, use another strategy. Just keep the long horizontal jump strategy in mind.
For the horizontal jumps, there are 4 types that Needle Man can do along with doing his melee attack:
- Jump in place (slide back out immediately if that happens).
- Short horizontal jump (slide underneath, then run a bit further).
- Middle horizontal jump (slide underneath).
- Long horizontal jump (automatic vertical jump at any height).
For the vertical jumps, there are 2 types that Needle Man can do along with throwing his Needle Cannons:
- Low vertical jump (slide under the last 2 Needle Cannons after jumping over the first 2).
- High vertical jump (sliding isnt required).
You can think of it as a revenge strategy if you want, but I wanted to point out the strategy that can possibly be helpful for certain challenges. Mega Man 3 [FC] - Needle Man Stage Boss](https://i.ytimg.com/vi/x6FXhsY-qX4/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Crankys Cabin 2 [101%]
My 101% speedrun tutorial of Crankys Cabin 2 in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Crankys Cabin 2:
In the GBA version, speaking to Cranky in every world is required to get 101%.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Crankys Cabin 2 [101%]](https://i.ytimg.com/vi/xmC8f0dUSBw/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Funkys Fishing 4 [101%]
My 101% speedrun tutorial of Funkys Fishing 4 in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Crab patterns:
After the story cutscene, the crab pattern starts. It depends on how fast or slow the levels are cleared along with text skipping. The more one speedruns this category, the more the speedrunner will see some fishing patterns. Regardless, the RNG is still involved in them. In a casual playthrough, it can be random whether the crab shows up or not.
Funkys Fishing 4:
If the crab didnt appear in the previous mini-game, then theres a chance it will appear in this one. Since theres no way to speed this up, this can be the best time to catch the crab.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Funkys Fishing 4 [101%]](https://i.ytimg.com/vi/yOPuFmGTYbE/mqdefault.jpg)